Ideas For The Future
#126 posted by Baker on 2009/05/09 00:48:53
FitzQuake 0.85 is a pretty rock solid release.
Whenever you get the itch for 0.86 or 0.90 a couple of a nice and convenient fixes would be:
1) Record a demo at any time
2) Multiple core bug-fix which mostly relates to the clock code. Some of the dual/quad core machines can have some serious issues with the clock (DarkPlaces, Qrack, JoeQuake, every Quakeworld mod, ProQuake all have the fix).
3) Demo to AVI capability. Some of these better custom maps deserve a video (YouTube or otherwise) but because FitzQuake is really the only remaining engine (well, and aguirReQuake too) without dem to avi and because it is the single player map making community standard, it hasn't caught on here (not that most people know how to do it, but seeing it in the Quakeworld or modding community is somewhat common and believe me it isn't hard to do either from the make the video standpoint or even the add it to the engine standpoint -- I added it to aguirReQuake in 30 minutes last year [and then sent aguirRe the source in the event he was interested, but alas he's kinda moved on]).
Regarding #2...
#127 posted by metlslime on 2009/05/09 01:04:55
is this just the switch from a float to a double for the system time calls?
Sys_Doubletime
#128 posted by Baker on 2009/05/09 13:29:52
#2 is a Windows specific issue (Mac/Linux not affected)
To fix you are mostly changing sys_win.c for the clock initialization and the Sys_Doubletime calls.
It is rather straightforward, I added to ProQuake when someone reported the problem about a year and a half ago and did it in 3 hours or less without any advance planning.
I believe I had included the change in the modified FitzQuake 0.80 source I made last year.
Someone experiencing the problem will have very erratic speeds when playing a demo (too fast or too slow) and gameplay will be choppy and jerky.
FitzQuake 0.85 SDL Prototype
#129 posted by Baker on 2009/05/09 21:53:46
I have a prototype FitzQuake 0.85 SDL almost done [because without a FitzQuake 0.85 SDL I can't play the maps on my Mac I like in the context I want].
I posted this here [versus the FitzQuake SDL thread] mostly because I'm thinking about attempting to merge FitzQuake 0.85 and FitzQuake SDL into a single set of source code.
Ha
#130 posted by Spirit on 2009/05/09 22:05:06
(Sometimes) You rock!
I was bugging metl the other day when that merge would happen and expected it some time in 2010.
You Know ...
#131 posted by Baker on 2009/05/09 22:27:57
It's just a lot of busy work to do it really.
I'll let you do the compile on Linux ;)
Baker:
#132 posted by metlslime on 2009/05/10 00:54:18
that's pretty cool, i'm sure a lot of people will find it useful.
My fitzquake work is pretty much in stasis right now, as i'm trying to actually finish rubicon2, finally.
Yay!
#133 posted by RickyT33 on 2009/05/10 02:49:45
A Mac engine which supports limit breaking maps!?!??!! A benchmark has been hit!!! :)))
Baker
That sounds awesome! I was going to try and merge the two myself, but now it looks like I don't have to. i can help out with the OS X launcher if you like. Or you can just copy it from my old SDL sources.
#135 posted by JneeraZ on 2009/05/10 11:14:40
I have a prototype FitzQuake 0.85 SDL almost done [because without a FitzQuake 0.85 SDL I can't play the maps on my Mac I like in the context I want].
Do you need someone to carry your first born, Baker? You would be my personal Jesus if you get this done. I too play on Mac and would LOVE to get some of these new features and limits!
And ...
#136 posted by Baker on 2009/05/10 18:25:25
in an almost anti-climatic way -- after fixing 3 compile errors -- it's done.
Now all I need to do is FTP in my Mac and RAR up the source and post links here.
I imagine Spirit can compile the Linux version.
@Sleeperwalker
I was going to try and merge the two myself, but now it looks like I don't have to.
It should be set, but the project files and the source could use a quick look over on a rainy day.
I'll probably upload this here in 15 mins or so.
Links
#137 posted by Baker on 2009/05/10 18:57:10
#138 posted by Spirit on 2009/05/10 21:03:55
I had to make one tiny change in net_sdlnet.c.
#include <SDL/SDL_net.h>
to
#include <SDL_net/SDL_net.h>
But this might be Debian's fault I guess.
http://www.quaddicted.com/engines/files/fitzquake_sdl_085_beta_1.tar.gz
Careful, it's a tarbomb (well, just two files inside).
SDL Gamedir Crash
#139 posted by Baker on 2009/05/10 21:13:15
Spirit, on OS X FitzQuake SDL has always crashed if I do a gamedir change and then load a map.
If I do "game travail" and then "map start"
The map loads for a microsecond, FitzQuake SDL freezes and then in several seconds the app terminates.
Does the Linux SDL have this problem? I inquire because I'd like to take a look at fixing it (but I'm not that proficient debugging on a Mac, I know how to dump the memory on Windows but have no clue on OS X).
Well
#140 posted by ijed on 2009/05/11 01:32:10
Broken limits in multiplatform are now a thing of the dark ages then, or soon.
Good work.
#141 posted by JneeraZ on 2009/05/11 02:11:57
I tried it but I got 2 hard lock ups in a row on my Mac (at seemingly random times). Is there something I can post that would help you?
Like, the game would freeze in full screen and I had no way of getting back to my desktop.
Willem
#142 posted by Baker on 2009/05/11 03:40:39
I'm not so familiar with debugging on a Mac especially if I don't have the problem firsthand.
Updating the Fitz SDL 0.80 to Fitz SDL 0.85 mostly involved updating the rendering and protocol changes that Metlslime made in 0.85
The only freeze I have -- and I had this with 0.80 -- was trying to change gamedir via "game whatever" and then trying to play a map.
Questions:
1. Had you had this problem with FitzQuake SDL 080? (very important question, tells me whether something preexisting or new is likely cause of problem)
2. What were you playing? (What map? Is a gamedir involved? This will let me play the map).
3. Do you have the problem in windowed mode? I saw lots of Linux users have fullscreen issues in the FitzQuake SDL release thread.
4. What resolution are you using width/height/bpp?
Maybe Sleeperwalker will have some ideas.
Good Job
#143 posted by negke on 2009/05/11 09:01:53
Linux version works.
Request for future versions: the keyboard layout is still messed up on my German setting - some keys use the German layout, while others still use the English one. This means I can't type characters like quotation marks, for example, which is annoying in some situations. I wouldn't mind a non-localized layout.
Or can I fix this by using another keyboard setting ("dead acute" or whatever)?
#144 posted by Spirit on 2009/05/11 09:38:26
Baker: Yes, I get a segfault too. I had that bug earlier and told sleepwalkr, forgot to check back though (or maybe I discovered it only after the 080 sdl release).
negke: "setxkbmap us" in the shell before launching. Don't forget to go back to "de" later. ;)
Coitus Interruptus...
Loaded Fitz085sdl on my mac, happy as a bird...
Still no chance of mapping the Command function... Oh, shit.
I'm a keyboardly impaired Fitz user...
I Meant Command Key.
Stupid me.
#147 posted by JneeraZ on 2009/05/11 11:29:35
Is there any way to fix that initial mouse weirdness? Whenever I load the game, moving the mouse the first time snaps wildly to some seemingly random position. From that point forward, it's fine. It's weird.
#148 posted by JneeraZ on 2009/05/11 11:29:53
And this isn't just on the new one. Fitz has always done this mouse thing for me.
Hmmm...
All engines do that for me.
Max_edicts + Loadgame On SDL = Crash
#150 posted by Baker on 2009/05/11 17:20:29
I've been trying to play through Warpspasm on OSX and on the 2 second level it obviously drops to console and complains about max_edicts which is 1024 by default.
If I start up FitzQuake SDL and change max_edicts and then load a game = crash.
If I start up FitzQuake SDL and leave max_edicts as-is and load a game = no crash.
Investigation continuing ...
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